using System;
using UnityEngine;

[Serializable]
public class MainData:GameData
{
    //新游戏
    public bool isNew = true;
    //金币
    public float coin;
    //主角血量
    public int playerCurrHp;
    //钥匙
    public int yellowKeyNum;
    public int redKeyNum;
    public int blueKeyNum;
    //其他数据
    public int redTurn = 0;
    public int circleNum = 0;
    public int keyNum = 0;
    public int stoneNum = 0;
    public int wishFlower = 0;
    public int ballNum = 0;
    public int finalSwordNum = 0;
    //主角数值
    public int oriDamage;
    public int oriArmor;
    public int oriHp;
    public int damage;
    public int armor;
    //主角死亡数值
    public int dieArmor;
    public int dieOriArmor;
    public int dieDamage;
    public int dieOriDamage;
    public int dieHp;
    public int dieOriHp;
    //解锁的关卡
    public bool[] unLockLevel = new bool[100];
    //退出时的楼层
    public int quitIdLevel = 0;
    //羊狗步数
    public int sheepStep;
    public int dogStep;
    //胜利
    public bool isWin = false;
    //拥有最后的净化剑
    public bool haveSword = false;
    //是否拯救公主
    public bool isSavePro = false;
    //是否杀死公主
    public bool isKillPro = false;
    //血月
    public bool isBloodMoon = false;
    public float bloodMoonTimer = 90f;
    //结局
    public bool isDieOver = false;//死亡结局
    public bool isWinOver = false;//胜利结局

    [Header("生成敌人房间数量")]
    public int enemyRoomNum = 0;
    [Header("生成道具房间数量")]
    public int itemRoomNum = 0;
    [Header("生成商店房间数量")]
    public int shopItemRoomNum = 0;

    //死亡数据
    public PlayerDieData playerDieData;

    //两个存档点
    public bool save1;
    public bool save2;

    public override void NewData()
    {

    }
}